Sounds great but most people have pretty huge load orders well over the 256-ish limit Mator's support so unfortunately I won't be able to take advantage of this. This can only patch small conservative load orders, everything else gets an overflow error.
You don't have to choose every plugin in your load order when you run the patcher, just the ones that have power armor in them. If you have more than 254 plugins with power armor, that's where you run into an issue.
Awesome mod and idea, and it worked great the first time I ran it, however, after deleting the first patch and running it again, no matter what load order/combination of plugins I use the patch fails with this message: Exception in unit UserScript line 100: [EVariantOverflowError] Overflow while converting variant of type (Int64) into type (Integer)Not sure what changed from the first run, but I can't get it to work again.
I saw Synthesis mentioned here, but I wonder if there isn't a way to use RobCo Patcher for this purpose?
EDIT: It appears rolling back from FO4Edit 4.1.5 to FO4Edit 4.0.4 resolved my issue.
My only other wish for the mod is if the perk requirements for repairs could be visualised in game somehow, like how Lore Based Power Armor Changes - Redux and ACTUALIZED Power Armor Mechanics do so, as it's not very intuitive to have to consult the mod page every time the player comes across a new set of armor.
RobCo Patcher would be nice. It doesn't currently support this type of form, but I can ask the author if they can support it. As for showing perk requirements, I might take a look at that. I have limited time either way, so I'm not sure if I will make these additional changes.
As of version 2.0, you can now see perk requirements in-game so long as you install the optional PARTS - Visible Requirements file and include it in your load order before running the PARTS patcher. Check out the new screenshots to see what it's like.
If the perks listed here still exist, then yes. It just checks if the player has those perks. However, if those perks are not available some power armor will not be repairable. If they are shifted around in the perk chart, the perk requirements here may not make as much sense as a progression.
I took this as a go ahead to try, but it looks like this and that mod are incompatible, it's science and armorer must be different from vanilla. Bummer
Edit: It's semi compatible with the mod true perks, It looks like the first rank of science was replaced by that mods "ad victorium" perk, beyond that it seems like everything works as intended it.
hi, im having a issue with the options box in FO4edit, it pops up fine but is so small i cant see the options or the buttons, any idea how to fix this?
Hi, I've run into a problem where the bat file pulls up an error box after attempting to generate a patch saying "Only 0 of 1 plugin masters could be added. Master list now contains 253 entries and is full" but my plugin number is at 249.
It includes the base game and ESL files, so that could be why it's over the limit. If you've got that many, you have to manually take some out or do it twice with a few removed the first time around and use the option to amend the patch the second time.
I remember seeing this a while ago (this time last year aha) but didn't realise it was yours skiesbleed! So being a companion to PAttP...was the point of this mod to sort of alleviate Some Assembly Required?
It's definitely inspired by Some Assembly Required. I liked the basic idea of what it was trying to accomplish, but all of its modifications to power armor stats meant that balancing every power armor set for people with and without the mod was very difficult and didn't feel worthwhile. The changes to abandoned power armor also didn't feel very good when more people were wearing power armor, since it's not exactly rare, and the individual pieces placed around were only the base game types so they didn't feel useful. I ended up making my own take on reducing abandoned power armor, which also included changing some sets to be Enclave power armor since those were available with other mods added in.
With so many power armor sets available, though, I still wanted a way to differentiate them so you don't just choose the same one every playthrough. I also wanted to be able to cover all of the power armor sets without needing a ridiculous number of patches. So, I made this. I split the power armor sets into categories based on how complex they should be to repair so that only characters who invest in Science and Nuclear Physicist get the very best ones, but there are still some available to everyone else. I recently played with a low Intelligence character, and it was kind of cool that finding a power armor set was a temporary thing, but I could use my raider and excavator armor if I wanted to keep it going.
Oh wow, thanks for the in depth ideas there! It definitely sounds like a new dynamic has been low-key implemented here with the abundance of different power armour sets, so that each character has diff sets available to them depending on their choice of perks. That's pretty cool.
It sounds like on my next playthrough (waiting for a couple of Bleachers 2 patches to come forth) I may remove SAR and convert to this + PAttP already covers removing the power armour sets out in the world
I think the thing that daunts me the most and is more of headache if anything is keeping up with the upkeep of various different patches, like Brotherhood Power Armor Overhaul 2.0 has a patch for SAR (it's linked to the original version) and whilst PAttP takes BPAO into consideration I don't think there's a patch for 2.0. Not that it really matters all that much, and I think 2.0 changes a few things from the original going by the comments. That's not to mention other mods as well, I recently removed MPAM tbh, generally due to overcomplication and conflicts for days.
So the philosophy behind PARTS sounds like it's all in favour of compatibility, I think...
Yeah, PARTS is very compatible because it just patches what you have. It works great.
I stopped using BPAO as well. I haven't looked at 2.0, but I found the ranks just weren't worth the trouble, plus Paladins show up really late so with more power armor sets most of them become very rare for the BoS. I've learned the opposite way in recent releases of PAttP, making all of their power armor available as soon as they show up. I find that really cool, to be honest. It's fun walking through the Prydwen and seeing so much variarion. It really feels like they have been acquiring and maintaining all the tech they can get their hands on.
SAR, MPAM, PAMAP, all of those require too many patches and ultimately don't feel worth it to me. With more variation in power armor sets, I feel less of a need to add so many customizations, and the Custom legendary effect in PAttP gives you another slot just like MPAM. I find that works well since legendary effects already give you something extra without the bonus miscellaneous slot.
This is the kind of insight I'm looking for tbh because I genuinely love what Beth did to PA, so it's staple in my playthroughs. PAttP's diversity does indeed actually alleviate BPAO in a sense, so I'm glad to have read that, may even nuke BPAO for the next playthrough, would you say the same for CPAO?
I also value your opinion on SAR, MPAM and PAMAP too tbh! Too many patches and far too many conflicts to even consider for myself, I only venture into xEdit to tweak a couple of minor things rarely. I also didn't realise that the custom legendary effect in PAttP sort of alleviates MPAM, or rather, I just didn't put two an two together aha!
Curious though, I did see you made a patch recently for the X-03 for MPAM, was that just for the benefit of MPAM users? There's also another mod that I've just installed thanks to you, being Mogomra's PA mods, I think for what it offers is definitely a nice addition to vanilla
CPAO is still very valuable to me because it adds BoS paint jobs for T-45, T-51, and X-01, and it adds rusty T-51. In PAttP, this then enables those sets for the Brotherhood and T-51 for Raiders. I use it in every playthrough.
You might be referring to my MPAM X-03 patch for Mogomra's Power Armor Mods that I recently updated? I made that back when I used MPAM, but in general, when I make a mod that conflicts with MPAM, people ask for a patch so I still make them because they are straightforward and don't take too much time.
I'm a big fan of Mogomra's Power Armor Mods. They fit in well with the standard miscellaneous upgrades. I'm glad you're enjoying them, too.
I wasn't aware of Synthesis, thanks for pointing it out. I might look at that in the future, but right now, I don't plan on rewriting this for a different tool.
I don't know much about Fallout VR and I can't test it, but this script just runs through xEdit and patches anything it sees. I would imagine it probably does work with Fallout VR. Did you try it? If it didn't work, what went wrong?
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Exception in unit UserScript line 100: [EVariantOverflowError] Overflow while converting variant of type (Int64) into type (Integer)
Not sure what changed from the first run, but I can't get it to work again.I saw Synthesis mentioned here, but I wonder if there isn't a way to use RobCo Patcher for this purpose?
EDIT: It appears rolling back from FO4Edit 4.1.5 to FO4Edit 4.0.4 resolved my issue.
My only other wish for the mod is if the perk requirements for repairs could be visualised in game somehow, like how Lore Based Power Armor Changes - Redux and ACTUALIZED Power Armor Mechanics do so, as it's not very intuitive to have to consult the mod page every time the player comes across a new set of armor.
Edit: It's semi compatible with the mod true perks, It looks like the first rank of science was replaced by that mods "ad victorium" perk, beyond that it seems like everything works as intended it.
yeah its been happening on a few script GUI's. not sure whats going on. must be a res issue
Edit: Temp fix is to change your display scale to 100%, install, then back to 150 (or whatever you had it at before)
With so many power armor sets available, though, I still wanted a way to differentiate them so you don't just choose the same one every playthrough. I also wanted to be able to cover all of the power armor sets without needing a ridiculous number of patches. So, I made this. I split the power armor sets into categories based on how complex they should be to repair so that only characters who invest in Science and Nuclear Physicist get the very best ones, but there are still some available to everyone else. I recently played with a low Intelligence character, and it was kind of cool that finding a power armor set was a temporary thing, but I could use my raider and excavator armor if I wanted to keep it going.
It sounds like on my next playthrough (waiting for a couple of Bleachers 2 patches to come forth) I may remove SAR and convert to this + PAttP already covers removing the power armour sets out in the world
I think the thing that daunts me the most and is more of headache if anything is keeping up with the upkeep of various different patches, like Brotherhood Power Armor Overhaul 2.0 has a patch for SAR (it's linked to the original version) and whilst PAttP takes BPAO into consideration I don't think there's a patch for 2.0. Not that it really matters all that much, and I think 2.0 changes a few things from the original going by the comments.
That's not to mention other mods as well, I recently removed MPAM tbh, generally due to overcomplication and conflicts for days.
So the philosophy behind PARTS sounds like it's all in favour of compatibility, I think...
I stopped using BPAO as well. I haven't looked at 2.0, but I found the ranks just weren't worth the trouble, plus Paladins show up really late so with more power armor sets most of them become very rare for the BoS. I've learned the opposite way in recent releases of PAttP, making all of their power armor available as soon as they show up. I find that really cool, to be honest. It's fun walking through the Prydwen and seeing so much variarion. It really feels like they have been acquiring and maintaining all the tech they can get their hands on.
SAR, MPAM, PAMAP, all of those require too many patches and ultimately don't feel worth it to me. With more variation in power armor sets, I feel less of a need to add so many customizations, and the Custom legendary effect in PAttP gives you another slot just like MPAM. I find that works well since legendary effects already give you something extra without the bonus miscellaneous slot.
I also value your opinion on SAR, MPAM and PAMAP too tbh! Too many patches and far too many conflicts to even consider for myself, I only venture into xEdit to tweak a couple of minor things rarely. I also didn't realise that the custom legendary effect in PAttP sort of alleviates MPAM, or rather, I just didn't put two an two together aha!
Curious though, I did see you made a patch recently for the X-03 for MPAM, was that just for the benefit of MPAM users?
There's also another mod that I've just installed thanks to you, being Mogomra's PA mods, I think for what it offers is definitely a nice addition to vanilla
You might be referring to my MPAM X-03 patch for Mogomra's Power Armor Mods that I recently updated? I made that back when I used MPAM, but in general, when I make a mod that conflicts with MPAM, people ask for a patch so I still make them because they are straightforward and don't take too much time.
I'm a big fan of Mogomra's Power Armor Mods. They fit in well with the standard miscellaneous upgrades. I'm glad you're enjoying them, too.
Would it be possible to manually add other power armor suits to the list? Theres a few modded armors not on the wiki I would like to patch.
Edit: The script is very well commented actually so custom modifications is no problem, excellent work.